You currently have javascript disabled. Several functions may not work. Please re-enable javascript to access full functionality.

Welcome to BZPower!

Hi there, while we hope you enjoy browsing through the site, there's a lot more you can do if you register. The process is easy and you can use your Google, Facebook, or Twitter account to make it even faster. Some perks of joining include:

Create your own topics, participate in existing discussions, and vote in polls

Show off your creations, stories, art, music, and movies and play member and staff-run games

Enter contests to win free LEGO sets and other prizes, and vote to decide the winners

Participate in raffles, including exclusive raffles for new members, and win free LEGO sets

Send private messages to other members

Organize with other members to attend or send your MOCs to LEGO fan events all over the world

“No game is difficult if you understand its rules and its pieces. That’s how you cheat, how you win.”

The game is afoot.

From his nowhere exile, the titan of darkness observes with sinister delight as the seeds he planted mature into twisted trees. Makuta used the final drops of his vestigial influence on Mata Nui towards a vengeful end: with a dim hand, he led shady beings to encounter his most potent depravity, the vile ichor known as Antidermis. Fluid destruction, the abhorrent substance devours that which is good, augments that which is wicked, and corrupts that which can be used for ill. It devastates economically, mercilessly, and effectively.

By the will of shadow, this caustic power has fallen into the most dangerous of hands. Makuta chose the heirs of his Antidermis with a prisoner’s careful cunning: a nefarious Dark Toa, once servant to his tyrannical shadows, has amassed a posse of evildoers to himself; a scheming Matoran, a peer of the shrewdest power-players on the island, now holds a secret weapon; and six anarchic Skakdi, equipped with a mere vial of his malevolent material, have compromised the formidable Abettor and thus gained access to a trove of armaments beyond their most blissful fantasies.

The Chaotic Six were already a force to be reckoned with; now, they’re poised to become the island’s nightmare. In the ominous chamber of the Vault, the gang discovered not only a huge, looming vat of Antidermis – which, they found, could be used to enslave Makuta’s old Rahkshi to their depraved wills – but also a wealth of technological scraps and an array of dangerous masks. To make matters worse, malevolent fate has brought the Piraka into contact with Echelon and his followers, doubling the groups’ dangerousness through the bonds of newly forged allegiance. Their grown strength is magnetic, and others – the amoral, the spiteful, and the power-hungry – are drawn to the congregating vice like moths to a flame. Some of these amassing forces seek calculated retribution for the banishment of their dark god, while some simply seek heady power or dumb thrills; all, though, defer to the primacy of the Antidermis, and to the sole being that dares approach it at its source.

The corner of evil on Mata Nui deepens and gathers potency; the game is afoot, for the denizens of Mata Nui must again unite against a united enemy.

Across countless leagues of water, a blood feud inexorably approaches civil war. In the midst of festivities, Umbraline Yusanora, Rora of the Kentoku Archipelago, was slain before the terrified eyes of a hundred nobles by a weapon that incriminated Dastana Jasik, the First Son of his family. Though the ascendance to the throne of Yusanora’s eldest daughter Yumiwa, and the departure of a second expeditionary submarine to Mata Nui, allayed tensions on the Archipelago for a time, nothing could reverse the Rora’s heinous murder and so assuage the grievance done onto Clan Umbraline.

Made impatient by High Executioner Rayuke’s meticulous deliberations regarding Jasik’s guilt, Umbraline extremists took justice into their own hands, and under cover of night, revenged the death of their matriarch by slaying the Dastana’s Toroshu, Yomiken. As the vigilantes fled, Dastana guards captured three, and the next day executed them before crowds in the street, igniting a riot between Umbraline allies and Dastana sympathizers. Attempts were made upon the lives of Jasik and his sister, as well as upon Yumiwa and even Rayuke. As every fresh drop of blood is drawn, as Sado’s glittering towers are painted red, the hate between the clans thickens.

The Umbraline and the Dastana prepare for full confrontation. Already, the Dastana have won the support of several minor clans, including the feral Vilda and wily Kyoshi, and have sent diplomats to others; already, the Umbraline have raised an army of militant Ageru warriors, and set the zealous Hogo to ruthlessly policing the streets of the Imperial Palace. Clan Fursic, so often associated with societal strife, sits back, as though waiting for the opportune moment to pick a side. But the seductive perfume of rebellion in the air has not just reached the aristocracy’s noses; the lowliest Saihoko and the meanest Ringti have caught the scent, too, and many resent their chains – and the nobles that shackled them – with fresh vigor.

The Kentoku Archipelago is a dry forest, needing only a spark to burst into flames. The game is afoot: who will live, and who will burn?

Circumstances remain unresolved, and questions remain unanswered. The Dasaka’s expedition to Mata Nui could begin an age of mutual prosperity for the two lands as easily as it could set off a terrible conflict between them. The Toa Maru, saviors of Mata Nui, struggle – perhaps vainly – to escape from the ghost of their leader’s desperate, clandestine deed. Lost heroes return from mysterious voyages, and antiheroes embark upon quests to right the wrongs of their past. The Matoran of Mata Nui, hardened by more strife than any people could ever have deserved, remain strong even in the face of massing villainy, and are more important than they yet realize. The simplest power of the Vault remains, though few realize it, untouched.

Although imperiled, the world is not bereft of hope.

But the situation is dire; the game is afoot.

CHAPTER II

“Faith, it's an attractive concept... but it is a euphemism for slavery. If faith is a willingness to follow one's destiny, then it is the willingness to throw oneself, too pathetic to do otherwise, into bondage.”

The Dasaka are coming.

On the day when Makuta was banished by the Toa Maru, on the very day when the island of Mata Nui was freed at last from the oppression of its dark tyrant, a bejeweled island far across the expanses of the sea discovered, to its great surprise, a new world.

Destiny is a titan with fingers as vast as islands.

Ages ago, a council of wise Datsue philosophers theorized that the Kentoku Archipelago, the eternal motherland of the Dasaka people, could not be alone in the endless ocean. How, the philosophers had asked, could the Dasaka’s islands be the only dry protrusions in an inestimable sea? How could it be that the Great Spirit Zuto Nui had bestowed her great and infinite gifts exclusively on such a small portion of the world? Geographical and spiritual hypotheses, though, had not been the only tenants of the philosophers’ theory; the Datsue council had also reasoned that primeval stories, above all else, pointed to the existence of unknown lands.

In the vague reminiscences of ancient legend, there were several similar tales of strangers who had visited the Archipelago, curious beings that resembled the Dasaka and Dashi of Kentoku, but as an imperfect reflection. In the legends, these beings had possessed powers unlike any the Dasaka had ever seen, been as colorful as the foliage of the Janu birds, and wielded priceless metal weapons. While traditionalists always dismissed the alien characters in these stories as creative inventions, the Datsue had argued that the consistency between the tales could not be coincidental, and that perhaps the strangers of the legends were something more than myth… that they had come from somewhere else.

In their time, the theory of the philosophers’ council had been viewed with great skepticism, dismissed outright by some, used by others as a political cudgel against the sovereignty of the Datsue. As time passed, the revolutionary theory was buried by the continuance of war and tradition, reduced to an obscure joke, left alone as one volume among thousands in the libraries of Dasaka lore.

On the day when Makuta was banished by the Toa Maru, on the very day when armies of Rahkshi had scattered and the sun had shone unfettered for the first time in a long time, the long-dead Datsue philosophers smiled from their graves.

Lucky circumstance brought the Dasaka their first foreigners in an epoch.

They had appeared seemingly out of nowhere. A Saihoko schooner on a routine fishing expedition had seen a pillar of smoke on the far horizon; curiosity had compelled its crew to approach. Upon reaching the source of the smoke, the sailboat had discovered a wooden ship on fire, nearly collapsed into the sea. Hanging on to splinters of its detritus had been six beings, the likes of which the sailors had never seen. They’d had heavy jaws, clawed hands and feet, and showy spines running down their backs, and they had been all the vivacious colors of Janu birds.

The Saihoko craft had promptly saved and escorted these strangers, who had seemed very polite and grateful, back to the Archipelago; within hours, the six colorful beings had stood before the Rora. They had introduced their kind as Skakdi, but either could not or would not say anything about where they had come from, why they had been at sea, or how their ship had caught fire. Though some Dasaka had found the Skakdi’s selective recollections – and the incongruities in their details from telling to telling – suspicious, the general marvel and excitement felt by all had drowned out such concerns… for a time.

It did not take long for the six Skakdi to show that their true colors were not as vibrant and pure as those of the Janu; it did not take long for their tendencies towards crime and violence to become apparent. The chaos that they caused and the damage they inflicted were extraordinary; within weeks, the six Skakdi had been sentenced to death on the Rora’s orders. But the six Skakdi had possessed abilities unprecedented by the Dasaka’s prisons, and had escaped on the eve before their executions in a stolen submersible.

The Rora had ordered this stolen submarine searched for; vain though such a gesture had been, it bore unexpected fruit.

On the day when Makuta was banished by the Toa Maru, on the very day when the Koros of Mata Nui had breathed sighs of relief, one of the chasing submarines happened upon something entirely unexpected: land.

Lucky circumstance may seem contrived by Destiny.

In the absence of Makuta, political enmity grew on Mata Nui, but it also grew on the Kentoku Archipelago. While the Vault was an issue of contention and dangerous possibility amongst the Matoran factions, the discovery of a new world served the same disruptive function among the Dasaka clans. Their debates were fierce. Some Toroshu clamored for exploration, weaving words of temptation and glory; others argued for isolationism, wielding fear, doubt and tradition as their devices. The rifts between clans – formerly as small as they’d been in a very long time – reopened with savage speed.

A final compromise was officiated: the Dasaka would send one submarine to this newfound island, and upon its return – or lack thereof – they would have enough information to decide whether or not to pursue exploration and colonization. The mission’s crew was selected, and the submarine departed with all speed.

After its diplomatic representatives met with Akiri Hahli of Ga-Koro, after they exited the Koro bearing maps of the island and a trove of information about its people and society, the Dasaka’s exploratory submarine returned to the Kentoku Archipelago.

On the day when Makuta was banished by the Toa Maru, on the very day when Toa Stannis had felt such piercing uncertainty about the potential costs of his actions, he may have exchanged one aggressive power for another.

The Dasaka are coming.

…

On the island of Mata Nui, meanwhile, tensions have – at least, for now – eased.

When the six Akiri held council at the pinnacle of the Kini-Nui temple, many of the grievances that they had held against one another were exposed to have been insubstantial shades all along. Compounding suspicion and paranoia, above all else, had been to blame for the misunderstandings. How, the Akiri had lamented, had they been so foolish as to think one another capable of evil deeds? Why had they not simply met, face-to-face, earlier? The Akiri rediscovered their old friendships at that meeting, and all breathed a sigh of relief at the realization that the war for which they had been preparing themselves and their people would, perhaps, not come.

When at last the summit broke, it was as though the Akiri had brushed a dark fog from their eyes; they returned to their villages proclaiming a new era of peace and goodwill, and professing their trust in the other Akiri, their firm convictions that all would be well again on Mata Nui.

On the surface, the land knows peace. Below the surface, in the bowels of Mangaia, the dark fog sits close to the earth, and turmoil waits patiently for its time.

By now, several beings of stout heart have journeyed into the heart of Makuta’s old lair to speak with the black-gazed Abettor. In a tunnel above the Vault – eerily round, its surface peppered with the sparkling faces of geodes – these journeyers have all been blinded by the same blue light and been asked the same questions. Those that attempt duplicity in the presence of the Abettor are slain; those who try to pass the metal behemoth uninvited meet the same fate. The Abettor douses their lives without hesitation and, even when set upon by a dozen Toa at once, without difficulty.

Those who do not try to force past or lie to the Abettor, however, have been allowed to leave its tunnel unscathed… and bearing morsels of tantalizing knowledge. Some have even been given clues about what the powerful goliath guards. The Abettor has rumbled that while the Vault contains some of Makuta’s shady and mysterious devices, these are nothing compared to its real treasure: “all the simplest power of the world.” All the simplest power of the world… This phrase, above all else, has sparked a refreshed wave of relentless speculation, a fresh pang of shameful longing, among the people of Mata Nui. What could that power be? And how can it be unlocked at last?

The rumors about the Vault come from everywhere and Nowhere, sweet as honeyed fruit and insubstantial as dark fog.

A show of peace may have been made among the Koros, but all is still not well on Mata Nui. Around the island, corners of darkness coalesce and deepen. A necromantic Brotherhood slowly reconstructs its ancient fortress. Peers and mercenaries play dangerous and subtle games against one another. Former disciples of the great darkness are drawn back to one another. Five incompatible Skakdi whoop, giggle, and backstab as they turn the island into their playground.

The sixth Skakdi, conspirator with the dark fog, knows something that the other five don’t.

Makuta is gone, but he is not dead.

CHAPTER I

“The people of the world are builders. But look into their hearts... and you will find that they also have the power to destroy.”

Makuta is gone.

The Second Great Prophecy, which spoke of new heroes rising to overthrow a powerful darkness, foretold as much. Destiny followed its course and new champions, the Toa Maru, took up the mantle and power of the First Toa – who by now are remembered only as vague legends rather than as the flawed people they truly were – and succeeded where their predecessors had failed.

The Toa Maru banished the looming darkness before it was able to soak up all the light of hope on the island. Makuta is gone; he was defeated at the peak of his might by six heroes who rose from the people he had presumed to rule.

For a time, there was rejoicing. The Toa Maru were celebrated by all for their unrivaled heroism and strength. The force of their presence alone, when properly applied, was more than enough to ensure a peaceful restoration of Matoran leadership where others had ruled. The control formerly vested in the Turaga, who were killed in the sweep of Makuta’s final throes, has now been passed on to some of their most trusted advisers: Jaller, Matoro, Kongu, Nuparu, Hahli, and Hewkii. A union of peace settled over the Koros.

But all is not well on the island of Mata Nui. The Great Spirit sleeps on, suddenly much deeper than before, even though his dark brother has been exorcised from the island.

After defeating Makuta, the Toa Maru extensively searched and removed all items of danger from his lair. At its deepest level, they discovered the huge, impregnable doorway to what they could only guess to be his Vault, in which was assumedly stored all the mysterious objects of power Makuta had hoarded over the course of his dark reign. Though the Maru could not discover how to open the Vault, they knew that it could be entered; the deceased Takua had, after all, stolen the First Toa’s Essence Stones – which had transformed the former Wanderer’s Company into the Toa Maru – from it.

The Maru, for all their efforts, could not open the Vault, but there was a hint, a riddle, carved tauntingly onto its door, making clear that Makuta’s arsenal could indeed be cracked, but by no means anyone on Mata Nui possessed:

Across an endless oceanBeyond where minds can seeMy key lies in the openWhere you will never beBeneath the brightest thunderStand towers of the dayThe light may break asunderIf night skies choose obeyThe red sign on black eyesWill lead you to your prize

The Vault’s existence soon became common knowledge across the island, though nobody could remember where he or she had heard about it first. Uncontrolled speculation has abounded as to the nature of the powerful objects inside the Vault; each new rumor wilder than the last. In light of these rumors, the inhabitants of Mata Nui, everyone from the darkest cutthroats to the island’s new leaders, came upon a dangerous and tantalizing realization:

Makuta may be gone, but his iron means, those by which he effortlessly controlled the entire island, are not.

Without the weight of Makuta’s shade above them, there is no longer a dark virtue to provide the island of Mata Nui with moral relativity. The people of the island have found that their actions no longer answer to higher consequences and that, when left to their own devices, they are perhaps less wholesome than they had considered themselves to be. The denizens of Mata Nui grow murkier in principles; the seductive whisper of unclaimed power resonates deeper in them than they would like to admit.

Temptation has led to distrust, and distrust has led to disunity. Formerly cohesive, the Koros drifted apart, gradually at first but with progressive rapidity. Island-wide harmony used to be in everyone’s best interests; now, the opposite seems true.

At best, shaky alliances still remain among some of the villages. Others, though, have brazenly declared themselves self-sufficient from – and even opposed to – their former friends. Village loyalty is the new name of the game; Mata Nui is now essentially divided into the territories of six individual city-states, each with their own idea of what should happen next, their own plans for advancement and survival.

The Matoran who were entrusted with leadership over the Koros in the wake of Makuta’s fall – who have become known as the Akiri, the “heads”, of their respective Koros – find their former bonds with one another strained as their trust in the island’s people and in one another progressively decays. The Akiri surround their Koros with new defenses and surround themselves with bodyguards.

Makuta is gone; without his watchful eyes, the island has steeped into suspicion and factionalism. The sudden freedom and purposelessness granted to the villagers following his demise has splintered them.

All acts are risks, and all risks are calculated.

The few inhabitants of the island who have pledged neutrality in the terse atmosphere are either pressured or downright threatened to take sides. Mercenary groups abound; those without village loyalty – mainly foreigners – sell their militant services to individual villages in exchange for money, quartering, and other valuables. The amassing of such mercenaries by the Koros, as well as the propagation of new militias and war technologies, is a gradual arms race to which none will admit but in which all must participate.

But mercenaries are not the only wild card on the island. Recently, a strange submersible watercraft breached the surface near Ta-Wahi. This ship was loaded with curious beings that resembled the Toa and Matoran of Mata Nui, but as an imperfect reflection. Their otherness was undeniable, and was made clearer still when the larger ones began to move objects without touching them, were able to make people see without their eyes, and could communicate with each other without speaking.

These others, who introduced their kind as the Dasaka, claimed to be from somewhere called the Kentoku Archipelago, which they said was too far away for Mata Nuian vessels to reach. Despite their sharp curiosity about the culture and structure of Mata Nui, the Dasaka are extremely guarded when asked about their homeland.

Makuta is gone, and island-wide war is just over the horizon once again. This time, though, there is no master villain; the threats are on all sides, and enemies are those once called friends. Makuta’s Vault overshadows every moment of intrigue: it is the trump card that, if finally riddled open, could transform the state of play on the island – and transform the opener – forever.

The air hums like an overwrought string, needing only a pluck to twang and break.

Useful reference materials, such as Friar Tuck's Common Sense guide, the BZPRPG FAQ, the official game rules, and other resources can be found here: Official BZPRPG Rules and Index.

HERE WE GO KIDS, CHAPTER III!

It’s finally here! The wait you didn’t even know you were waiting for… is over! We get to start Chapter III of this arc of the game! Wahoo!

At this point, many of you are probably wondering, “Why start a new BZPRPG chapter, Nuju?” Well, aside from the fact that this is gonna be the freakin’ best chapter ever, it seemed fitting to preface what I saw as a drastic change in the world of the game – namely, the introduction of some extremely real threats to your characters’ safety, whee! – with a bit of a briefing. The start of a chapter also gives us license to skip what would’ve probably been several more weeks’ painstaking wind-up (drawn out, slow, simmering tension building, the likes of which we’ve had all arc so far; who needs more of that?) to get to the same place. My staff and I made the choice to initiate a third chapter of this arc so that we could all finally get to the real meat of the story, something that I understand many of you have been itching to do for quite some time.

The next question is logical: “What does this chapter mean for me?” Well, a few things. First, like I already mentioned, the world – Mata Nui and Kentoku – just got a whole lot more dangerous, and my staff and I hope to make as many of you start to feel that as possible. Rahkshi attacks, crime in the Koros, street justice on Kentoku, and plenty more… your characters are going to face all sorts of delicious hazards, as well as each other! On Mata Nui and on Kentoku, the game’s afoot; are you good or evil? Umbraline or Dastana? Where does your character fall? How are you going to totally clobber that person on the opposite side (within the rules)?

Secondly, and in a sort of similar vein, the staff has decided that something that’s been a problem (and has been mostly our fault) is that the world of the game hasn’t been throwing enough obstacles at you guys, lately… and we intend to correct that. What’s the fun of RPing in an unresponsive world? No fun is the answer. In feedback, some of you asked for this, so we’re delivering. You guys can expect to see a greater staff presence IC: we’ll be playing as NPCs, as nature, and as devious staff characters, saddling people with all manner of adversities if we see them getting too comfortable. We plan to get off to a good start by harassing each location topic separately. Shortly after this chapter has gone live, you can expect to see:

Attacks on Koros

Freak weather

Dangerous wildlife of all shapes and sizes

Crime and mystery

And more!

Thirdly, regarding this chapter’s timeskip: there is no timeskip. Because BZPRPG time is fluid, and the events outlined in the intro could feasibly take place over a short period, I just don’t think a timeskip is necessary for most of you. Unless one of your characters (a Piraka, Echelon, Yumiwa, etc.) is directly related to the events mentioned in the Chapter III intro above, you don’t have to worry about skipping forward from where your character currently is. However, you have to acknowledge the changes as having taken place, just like if someone had posted a regular IC before your post outlining all these changes. To make that clearer, I’ve made a post in each region topic linking to the Chapter III intro, and pointing out that all the stuff said therein is effective immediately.

Fourthly, and to address another frequently voiced concern of yours, nobody has plot armor. That applies to the Piraka; that applies to Echelon; that applies to Yumiwa and Jasik and Arsix and Mary Sue and anyone else you can think of. Characters might be unusually powerful, well protected, or hard to access, but they’re far from invincible, and we encourage you to do whatever you can (within the rules) to beat the living snot out of them. Now that we’ve established the foundations of conflict in the world of the game, my staff and I are entirely willing (and, given the nature of the endgame of this plot, able) to let the actual events of the conflict progress organically. Who’s gonna win the Dasaka civil war? I have no idea, and I don’t really care, as long as the war happens. If conflict isn’t happening, we on the staff will nudge at things to keep them moving and exciting for players, but we want you all to be the engine on this stuff.

Speaking of beating the living snot out of each other, I expect that we’ll be seeing a lot of PC-on-PC conflict in Chapter III. That’s part of the fun. For what I know won’t be the last time, I want to reiterate that fighting within the rules is the only acceptable way to fight, and those that don’t adhere to game law will face consequences. A few things to remember as we approach an era of duels:

A character’s weapon/tool is considered a part of her/his body, and it cannot be autohit. This goes for breaking a weapon, or disarming a character.

Metagaming can seem like an easy way to get an edge, especially in large-scale conflicts. But your character should never even “have a hunch” or “get lucky” about enemy troop movements, surprise attacks, or what have you. Even leaving a situation/location that’s about to be in danger at a convenient time can be interpreted as metagaming.

You cannot throw attacks that affect the insides of your enemies’ bodies; since a) our game’s understanding of the BIONICLE anatomy is left intentionally shaky, b) the person you’re attacking in this way has no way of defending her/his self, and c) they’re unsportsmanlike.

When it comes to using the subtler Menti Disciplines (Sighteye and, especially, Willhammer), it’s hard to walk the fine line between autohitting and fair play. Play it safer than you think you need to, and if we see someone brushing off your power too easily, that’s a matter staff will deal with.

To say it simply, play fairly, and remember that the wellbeing of your character should never – and doesn’t necessarily – come before the wellbeing of the story. You get taken as a P.O.W? That’s great, and a really cool CD opportunity. Suffer a serious injury? Have fun playing as your character coping and adapting from it. Bad things happening to your character can be great for you as a player.

Just a few more notes:

EmperorWhenua (EW) has decided to resign his position on the BZPRPG staff team. Considering his long tenure as a BZPRPG player and his consistent dedication to the game's creative wellbeing, EW has graciously offered himself as a consultant for future plot developments. We thank him for the time and energy he dedicated to the game as a staff member, and we’re glad to see him sticking around.

To fill EW’s vacancy, we’re bringing on two new BZPRPG staff members:Ghosthands and Krayzikk! These two players have constantly demonstrated mature, helpful behavior in and out of N&D, and are also pretty fantastic writers; the rest of the staff and I are extremely excited to have them on board. We hope that a larger staff team will allow us to better serve the game and its expanding needs.

Thanks for bearing all this in mind, guys. I hope you enjoy Chapter III; happy playing!

Bienvenue, madames et monsieurs! I’m very happy to say that, after just a bit of game downtime, we can finally begin the second chapter of the BZPRPG 2013 Arc. All the behind-the-scenes work that the rest of my staff and I have been doing in the last couple of days is, at last, done; we’re ready to open the game to players once more. This second start is very exciting for me, because it marks the final revelation of something I’ve been keeping (mostly) under wraps for a very long time: the Dasaka!

I’ll elaborate on how they’ll be integrated into the world of the game, and on other important points about the new chapter of the game, below.

I. THE TIMESKIP
As I revealed earlier, we’ll be resuming play in the world of the game after an IC timeskip. I can vaguely say that this timeskip is far shorter than the one that existed between the 2012 and 2013 arcs. Before you ask, though, I am not sure exactly how long this timeskip is… I don’t think I can be sure, what with RPG time and its usual wonkiness. Not knowing this doesn’t bother me; what I do know is what’s happened during the timeskip, and that – rather than petty labels of weeks, months, etc. – is what’s really important to pay attention to for the sake of maintaining realism in the IC world.

There are two keys to help you along the path to playing the timeskip accurately. First off, all the location topics have been updated at least a little bit to indicate how they’ve changed since they were seen at the beginning of the first chapter of the arc. In most cases, this change is actually minimal; aside from the addition of a few locations of note, and the subtraction of some sentences, they’re almost identical to the first 2013 location topics. This said, you’ll still want to carefully read the topics, just so you don’t miss any of the small stuff that’s been shoved in there.

Secondly, and most cohesively, there’s also the latter half of the above post, which summarizes the general changes on Mata Nui since the timeskip. Read through this again, just to be sure you got everything; that’s the new status quo, folks, so be sure you know it.

But how, you might ask, does all of this timeskip stuff apply to my plots and characters? How am I supposed to know what to do with them? How much time has passed for them since the last things we remember playing? Where are they now? These are all good questions, and there is one elegant solution: it’s up to you. I can’t definitively say where every single narrative thread of the game should be found after the timeskip, not least because the latest developments in all those threads were lost in the dataclysm. But, more importantly, my job as head GM isn’t to tell you everything. The yarn of this game belongs to you, the players; you get to choose how to interpret the timeskip as it pertains to your stories.

That idealistic babble having been said, if you have questions about the plausibility of where your characters will “re-start,” or you and other players disagree about where your interacting PCs should be, please feel free to bring these questions and concerns up with staff. We will give you as much help as we can, and give the final say on disputes. My advice for multi-player plots is to just let the first person to post decide the new status quo; it’ll be a fun curveball to find your character in an unexpected position, even if it’s a less-than-fortunate one.

II. THE DASAKA
As was so clearly stated in this chapter’s expository post above, the Dasaka are coming! Very shortly, Dasaka characters will be open for you guys to play. The particular details about how to get yourself a Dasaka – process, guidelines, restrictions, and whatnot – will soon be found in the second post of the profiles topic. Once the appropriate information has all been posted, and once I officially declare open season, you’ll be able to make Dasaka characters (within the set parameters) to your hearts’ delights.

The Profiles Topic, though, isn’t the only place you guys will find details about the Dasaka and their society. There’s already somewhere you can read up. The location topic for the Kentoku Archipelago has been posted, and this is designed to be your one-stop place for Dasaka reference. In the Kentoku Archipelago topic, you’ll find not only a standard location description, but also a comprehensive reference post below it. This reference post outlines the basics of Kentoku society, includes resources like a dictionary of terms/pronunciation and a list of notable Dasaka individuals, and provides thorough descriptions of everything from the most notable Kentoku clans to the Menti disciplines of the mind.

For now at least, there are no Dasaka on Mata Nui. Once Dasaka characters are open to create, they will be – at least for a while – confined to the Kentoku Archipelago topic. Look at the necessary period in Kentoku as a time to explore your characters’ places in the highly regimented Dasaka social structure; the Order of society is, after all, one of their prime Virtues. Dasaka characters will be able to go to Mata Nui in the future; the details of this will be fleshed out at a later date.

III. OTHER NOTES

As was announced earlier, Tyler Durden has joined the BZPRPG staff team. Please give him all the respect due to someone in his position, and feel free to PM him with your most frivolous inquiries.

Since everyone played really nicely with native tech in the first chapter of this arc, I’ve decided it’s time to reward good behavior! PCs may now produce (and sell) original native tech items, as long as staff approves those items in advance. Koro-sized orders can still only be fulfilled by Onu-Koro, but since these turned out to be less demanded than I anticipated before, I don’t see this being much of an impedance for the accessibility of native tech.

One of the biggest bummers about the dataclysm is that the products of all your hard work have vanished from existence, right? I know that’s how I feel… So, to ease the pain, here’s something: if you happen to have saved copies of important – and missing – posts that you want to remain on BZPRPG record for posterity, you can repost them. You may repost your lost gems – preferably in the updated copies of their previous location topics – with the header “LICK,” meaning “Lost In-Character Kontent.” This header is not to be used for IC flashbacks, and LICK posts must be regarded by you and others as entirely detached from the action going on all around them IC. LICK posts are not for interaction, just for restoring vanished content.

The linking to – but not discussion of – BZPRPG-related artworks (podcasts, drawings, interpretive dances, etc.) is encouraged in the N&D topic, as such artworks are usually really fun and somehow inspiring. For those of you linking to your artworks, be sure that a discussion link is, if separate, also included.

…

Thanks for reading all of this. If you have questions about stuff, feel free to pose them below (if they apply to everyone), and I or other staff members will do our best to answer them here. Happy playing, everyone!

------------------------------------------------------------------------------------------------------WELCOME TO THE 2013 ARC OF THE BZPRPG!
So, here we are! BZPRPG 2013 is at last in motion. I am quite excited about this new arc of the story. As you could probably tell from reading the plot introduction above, this year has a lot of fun in store for us: disunity, betrayal, mystery, intrigue, discovery, bravery, and (of course!) heroic feats. I have high hopes for the world of the game this year, for last years’ characters to get even better and more defined, and for everyone to introduce still-more amazing personalities to the game.

Anyway, let’s delve into the meat of it… things this year will work out a little bit differently. I’ll describe the important changes and new factors of the game below.

I. POWER BREAKDOWN
On Mata Nui, things have changed in terms of power structure. As was drilled into your heads above, Makuta is gone. That means no oppressive power, no evil Rahi, no dark force looming over your heads threatening to smite you. The balance of power this year is spread a bit more evenly – and dangerously! Each Koro is effectively its own entity, and while I as head GM have final say over what these Koros are allowed to do, the rest of it is up to you.

This is because this year, most of the Koros are going to be player-run. You heard me right, folks.

I’ve selected four regular players, players who proved themselves responsible to me last year and in years past, as the heads of the Koros. These players will be RPing as their Koro’s respective Akiri; all military action, diplomacy, trade, and goings-on within their Koros will be their call and responsibility. Unless something they want to do needs special approval from me first, they can do it. If you’re a member of one of the Koros, and you want to, say, form a new military squad, or host a Kolhii match, you talk to that Koro’s Akiri.

Here’s the standing leadership:
Akiri Jaller, leading the aggressive and self-righteous Ta-Koro: The Snark Knight
Akiri Hahli, leading the negotiating and detached Ga-Koro: Tyler Durden
Akiri Hewkii, leading the defensive and reclusive Po-Koro: Lloyd: the White Wolf
Akiri Nuparu, leading the enterprising and perceptive Onu-Koro: Nuju Metru
Akiri Matoro, leading the secretive and obstinate Ko-Koro: EmperorWhenua
Akiri Kongu, leading the reflexive and conciliatory Le-Koro: snoip lion

These players have written the profiles of their respective Akiri, and are required to, at least to an extent, abide by the characteristics I’ve given their Koros. I’ve done my best to sew some seeds of conflict into those descriptors, and since this year will be boring if there’s no division between the Koros, I’d like it if Koro leadership will follow the basic paths I’ve given them. Aside from keeping their Koros in line, it’s their job as skillful RPers and leaders to achieve the objectives given them by what methods they see fit.

But, of course, the leaders defined above are no more than player characters. They are far from immovable; they may even be fallible. If you want to try dethroning some of the Akiri, taking power for yourself… well, I won’t stand in your way. Koro leaders, I recommend you exercise a degree of caution.

Also, Akiri players, aside from serving as leaders of your Koros IC, I also expect for all of you to serve as model players and mentors. While I fully expect the Koro-vs.-Koro action to become heated and excited, it is your responsibility to make sure that players on your team do not Godmod, autohit, or play unrealistically, especially in battle.

II. “NATIVE” TECHNOLOGY
You may have noticed that I have placed myself in charge of Onu-Koro. This isn’t just because I like the place. It’s because Onu-Koro has, in the short time since the fall of Makuta, gotten far and gotten there fast. The Onu-Koronans have realized that their value lies in more than simply extracting ores; they have the power to shape those ores into machines, the likes of which haven’t been seen on Mata Nui before.

That’s the roundabout way of saying that technology on the island has taken a step forward, and almost all of those steps are in the hands of Onu-Koro – of me. More advanced technological items are no longer out of the question for Toa and Matoran. However, they aren’t exactly free, either. Technology is one of the few legitimate currencies on the island, and it’s not something I throw out there lightly.

Onu-Koro has put itself in a position perfectly suited for war profiteering, and it’s a position that Onu-Koro’s Akiri, Nuparu, means to take advantage of. He does not generally recognize commissions from any group smaller than a whole Koro. Koro leaders can request technologies from Nuparu by PMing me directly. I’ll let you know firstly if what you’re asking for is possible by Mata Nuian standards, and secondly tell you how much it’ll cost your Koro IC to get. Once the IC task is completed, you can assume your Koro has ownership of the technology agreed on. These payments I define are definitely negotiable – this is inter-Koro politics, after all.

If a regular player wants a piece of this new “native technology,” they will have to either ask an Akiri for an item – whereupon the Akiri can either give a pre-bought item or else place a new request with Onu-Koro – or, as with attaining foreign technology, win it fairly in PC-vs.-PC battle. At some point, smaller freelance native tech shops that take individual PC orders may be created, but they too will require some kind of task-based IC payment in exchange for their technologies.

III. FOREIGN SPECIES & ITEMS
Speaking of foreigners (but not yet about the strange newcomers from the submarine), foreign species this year have the same foreign tech limitations – one piece for Skakdi, two for Vortixx, and all foreign tech items have to be approved by staff before they may be used. Items approved from last year may be kept; however, I would encourage players with foreign tech items to run them by staff again to be sure they’re okay. We reserve the right to remove foreign tech pieces from last year that we see as overpowered or inappropriately used.

Foreign species approvals will still be taken next year, with an encouraged focus on how the species being pitched would offer unique character development opportunities. All foreign species approved last year must be re-approved to be used this year. All foreign species requests must be given to me, Nuju Metru.

IV. OTHER APPROVALS
Staff will take requests for custom masks, custom elements, or other special inherent powers. Characters with pre-existing custom masks, elements, or powers must have these re-approved before they may be used in this game. If your character has a custom mask, I would encourage you to switch to a different one from the approved lists.

Another thing: the other staff and I would love you forever if with all of the above-mentioned approvals and re-approvals you as a player need, you could put them into ONE PM, please? I already foresee overcrowded inboxes, so save us some space.

V. THE DASAKA
This year sees the introduction of an alien culture onto the island of Mata Nui. The beings claiming to be from the Kentoku Archipelago (called by the blanket term “Dasaka”), have landed in their submarine, and they are strikingly similar, but at once very different, from the Toa and Matoran of Mata Nui. They speak the same language as the beings of Mata Nui, but have never heard of Makuta. They wear the same masks as Toa and Matoran, but don’t have any elemental affiliation recognizable to the denizens of Mata Nui.

At this point in time, Dasaka characters are not open to playing. After the game takes off a bit, and as more information about the Dasaka and the Kentoku Archipelago surfaces, players will be able to, within the restrictions of the species that will be defined, create Dasaka characters. Keep your eyes peeled for this all to emerge later.

VI. RULE AMENDMENTS & PLAYER CONDUCTRe-read the rules. Tuck and I have added some stuff and taken away other stuff.Please note the changes to the approved lists when it comes to profiles. If you have any questions regarding changes, feel free to post about it in GD in case somebody else has the same question, and I’ll do my best to answer it. Also, read Friar Tuck’s Guide to Common Sense in the BZPRPG again. It’s just so good, and always so relevant.

Last year, the News & Discussion topic devolved on many occasions into off-topic spam, personal arguments, and general ill feeling. While much of that, of course, is unavoidable (knowing you guys!), I hope we can sidestep some more of it this year with a policy change. I, and the rest of my staff, will give Strikes far more judiciously for N&D misconduct this year, because it aggravates me along with everyone else. You can easily avoid such punishment by being civil, on-topic, and a contributor to the discussion. If you have a problem with how another player is playing, please talk to a staff member rather than publicize the matter in N&D.

As I said earlier when addressing the Koro Leaders, I know that competition between Koros may escalate very quickly and set player blood high. But even in the face of these IC battles, GMing, autohitting, and especially metagaming, are absolutely unacceptable. While I hope Koro leader players can prevent you from such illegal actions, the event of you doing them is nevertheless on you, not them. I will have a very open ear about these kinds of rule infringements. Play it safe rather than sorry.

That’s about all I can think of to say. If you have any questions you think apply to more people than just you, feel free to ask them in the topic below, and I’ll do my best to give answers. I have high hopes for this year, and for all of you. Let’s make this a spectacular arc of the growing story. Happy playing!

I know you don't need me to tell you this, but this year is going to be a good one. Almost everyone seems to have some sort of epic plan thought up, and even when (Okay, let's face it, when.) they go awry they'll certainly turn into something great.

On topic, yeah. I'm in charge of Ta-Koro. Flee before me. On a more serious note, if anyone needs to get a hold of me for any reason, my email is in my profile and I have a PM inbox (Even if it does need to be cleared a bit. ).

Credit to Balta for the quote; that was the most wonderful way to end a jam ever.

Now, I have a few things I need to say that were kind cut short a few minutes ago but WHATEVER.

First, to all the members of the Horde, and Bad Company, and the Infernavika: Thanks to all of you. While I didn't quite post often in all of those, you guys in those groups were all great sources of interaction and character development for me. Keep on doing what you do.

Veef: Man, Veef, you've been an inspiration from the start. Your art, your writing, it's all a great standard of excellence. While I feel I probably pester you completely unduly, which is probably true, I can't help but say you're one of the greatest writers I've seen.

TDC, I gotta say, you've done me one of the greatest favours ever bringing me to this game, and your comedies still make me laugh. Keep writing like you do.

Gravity, mini-me, I've watched you evolve so much as a writer since the beginning of the year that, honestly, I feel completely surpassed. You're doing great with the game, and I can't wait to watch what more you do.

Constructman, while I never actually thought I'd say this, you've done similar to Gravity. He's had more time than you, of course, but your writing ability and understanding from when you started the game to now...an amazing contrast, if you compare some of your recent posts to your older ones. Great job, and you keep going too; I can see you becoming a great RPer.

Vorex, while you and I certainly have had a...er...rocky friendship, you make me laugh a lot, and you created the species from which came one of my favourite characters. Good on you, bro.

Hubert...See, you're one of those people that I'm not exactly sure what I should say about. Other than "crazy, funny, and hyper." But I think that's about you in a nutshell, isn't it? Heh, you're still awesome, man.

Nuju...Man, you've been a great friend, for what little time I've been able to say such a thing about you, and I still remember your getting on me about being so self-deprecating. You're a great writer, a great choice for running this game, and you've given me a few great character deaths when I accidentally broke the rules/hooked in with the wrong organization.

Tuck, I gotta say, you were fun to play with before the GREAT DOWNTIME, and you've been fun to RP with after...when you actually showed up. xP You've been an awesome guy to write with and read from.

Emzee, if it hadn't been for your news updates, this RPG would probably have crashed and burned a long time ago...let alone your seeming internet telepathy with a bunch of us. Your writing, as well, is top knotch. You rock, man.

EW, while at first I hated you with a passion, I have to admit this: You've become probably one of my greatest friends on BZP (regardless of how you consider me, take that). I've admired most of your posts from the start of my playing, and kept you as a high standard of excellence to strive for, along with Veef and Nuju, and you've always been willing to give me advice if I'm in a tough spot. You were a great choice to help staff this RPG.

Krayzikk. My tag-team partner, of Brokewrist and --Oh, fine, I won't say it, I know, you'll get mad, yadda yadda. Getting in debates is always fun because it seems like we always have each other's backs...and debating with you is fun in general. It's nice to have somebody to have a friendly argument with once in a while. And hey, some of my favorite, best-written characters (okay, most of them) have been written when in a partnership of sorts with one of yours. You've been great to help me evolve as a writer.

Dovydas, my crazy friend...Aš tave myliu. Yes, I had to say it in your native language. You rock, my friend, you just rock, and some of those posts with Grochi and Perkahn were some of the best I've made. You're a great friend in general, and to RP with. I forbid you from ever leaving.

And, lastly (because I like to save the best for last), Tyler. Tyler, Tyler, Tyler. So much I could say, so I limit it to this:<3 you bro.

Hubert...See, you're one of those people that I'm not exactly sure what I should say about. Other than "crazy, funny, and hyper." But I think that's about you in a nutshell, isn't it? Heh, you're still awesome, man.

Well, let's get to RPing instead of sitting around here contemplating the possibility of it like Turaga. Oh, and also it seems I got the first non-Nuju post of the story arc. Not that anyone would care.